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From: Alain
Subject: Re: halo command error
Date: 15 May 2008 12:56:31
Message: <482c6b3f$1@news.povray.org>
james lake nous illumina en ce 2008-05-14 19:41 -->
> "Tim Attwood" <tim### [at] comcastnet> wrote:
>> //----------------------------------------------------------------------
>> // A thin blue media, becoming lighter as it approaches
>> // the planet's surface.
>> //----------------------------------------------------------------------
>> #declare PlanetAtmosphere = sphere { <0,0,0>, 1
>>    hollow
>>    material {
>>       texture {
>>          pigment { rgbt <1,1,1,1> }
>>       }
>>       interior {
>>          media {
>>             emission <0,0,2>
>>             density {
>>                spherical
>>                color_map {
>>                   [0 rgb 0]
>>                   [0.05 rgb 1]
>>                   [1 rgb 1]
>>                }
>>             }
>>          }
>>          media {
>>             emission <2,2,0>
>>             density {
>>                spherical
>>                color_map {
>>                   [0 rgb 0]
>>                   [0.05 rgb 0.25]
>>                   [1 rgb 1]
>>                }
>>             }
>>          }
>>       }
>>    }
>>    scale 1.05
>> }
> 
> I tried this and it works, but now the Earth is a solid white sphere.  Is there
> another command that must accompany these?  Or should I change the settings?
> 
> Thanks for the help!
> 
> James Lake
> 
> 
You put that object around your earth, scaled 5% larger than the size of the 
earth sphere.

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you've ever "lost" a Julia fractal 
because you're not quite sure how to align things in four dimensions.
Dylan Beattie


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From: james lake
Subject: Re: halo command error
Date: 15 May 2008 22:25:00
Message: <web.482cef5ffa7c99c2d4dec990@news.povray.org>
Alain <ele### [at] netscapenet> wrote:
> james lake nous illumina en ce 2008-05-14 19:41 -->
> > "Tim Attwood" <tim### [at] comcastnet> wrote:
> >> //----------------------------------------------------------------------
> >> // A thin blue media, becoming lighter as it approaches
> >> // the planet's surface.
> >> //----------------------------------------------------------------------
> >> #declare PlanetAtmosphere = sphere { <0,0,0>, 1
> >>    hollow
> >>    material {
> >>       texture {
> >>          pigment { rgbt <1,1,1,1> }
> >>       }
> >>       interior {
> >>          media {
> >>             emission <0,0,2>
> >>             density {
> >>                spherical
> >>                color_map {
> >>                   [0 rgb 0]
> >>                   [0.05 rgb 1]
> >>                   [1 rgb 1]
> >>                }
> >>             }
> >>          }
> >>          media {
> >>             emission <2,2,0>
> >>             density {
> >>                spherical
> >>                color_map {
> >>                   [0 rgb 0]
> >>                   [0.05 rgb 0.25]
> >>                   [1 rgb 1]
> >>                }
> >>             }
> >>          }
> >>       }
> >>    }
> >>    scale 1.05
> >> }
> >
> > I tried this and it works, but now the Earth is a solid white sphere.  Is there
> > another command that must accompany these?  Or should I change the settings?
> >
> > Thanks for the help!
> >
> > James Lake
> >
> >
> You put that object around your earth, scaled 5% larger than the size of the
> earth sphere.
>
> --
> Alain
> -------------------------------------------------
> You know you've been raytracing too long when you've ever "lost" a Julia fractal
> because you're not quite sure how to align things in four dimensions.
> Dylan Beattie

I did that but it still generates a solid white sphere.  It is not transparent,
and does not fade at the edges.  There must be another setting or command that
has to change.  The planet and the atmosphere get put together with this:

#declare Planet = union {
  object { PlanetSphere }
  #ifndef (Quick)
    object { PlanetCloudSphere0 }
    object { PlanetAtmosphere }
  #end
}

Is this a good way to do it?

Thanks,

James


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From: Jan Dvorak
Subject: Re: halo command error
Date: 15 May 2008 23:41:45
Message: <482d0279$1@news.povray.org>
james lake napsal(a):
> Alain <ele### [at] netscapenet> wrote:
>> james lake nous illumina en ce 2008-05-14 19:41 -->
>>> "Tim Attwood" <tim### [at] comcastnet> wrote:
>>>> //----------------------------------------------------------------------
>>>> // A thin blue media, becoming lighter as it approaches
>>>> // the planet's surface.
>>>> //----------------------------------------------------------------------
>>>> #declare PlanetAtmosphere = sphere { <0,0,0>, 1
>>>>    hollow
>>>>    material {
>>>>       texture {
>>>>          pigment { rgbt <1,1,1,1> }
>>>>       }
>>>>       interior {
>>>>          media {
>>>>             emission <0,0,2>
>>>>             density {
>>>>                spherical
>>>>                color_map {
>>>>                   [0 rgb 0]
>>>>                   [0.05 rgb 1]
>>>>                   [1 rgb 1]
>>>>                }
>>>>             }
>>>>          }
>>>>          media {
>>>>             emission <2,2,0>
>>>>             density {
>>>>                spherical
>>>>                color_map {
>>>>                   [0 rgb 0]
>>>>                   [0.05 rgb 0.25]
>>>>                   [1 rgb 1]
>>>>                }
>>>>             }
>>>>          }
>>>>       }
>>>>    }
>>>>    scale 1.05
>>>> }
>>> I tried this and it works, but now the Earth is a solid white sphere.  Is there
>>> another command that must accompany these?  Or should I change the settings?
>>>
>>> Thanks for the help!
>>>
>>> James Lake
>>>
>>>
>> You put that object around your earth, scaled 5% larger than the size of the
>> earth sphere.
>>
>> --
>> Alain
>> -------------------------------------------------
>> You know you've been raytracing too long when you've ever "lost" a Julia fractal
>> because you're not quite sure how to align things in four dimensions.
>> Dylan Beattie
> 
> I did that but it still generates a solid white sphere.  It is not transparent,
> and does not fade at the edges.  There must be another setting or command that
> has to change.  The planet and the atmosphere get put together with this:
> 
> #declare Planet = union {
>   object { PlanetSphere }
>   #ifndef (Quick)
>     object { PlanetCloudSphere0 }
>     object { PlanetAtmosphere }
>   #end
> }
> 
> Is this a good way to do it?
> 
> Thanks,
> 
> James
> 
> 
Try greatly reducing the media density. The density required is very 
dependent on your earth size.
Simply add another density block inside the media, like:
density{
  ...
}
density{
  rgb 1e-5
}

-- 
You know you've been raytracing too long when...
you ever saw a beautiful scenery and regretted not to take your 6" 
reflective ball and a digital camera, thinking "this would have been a 
perfect light probe"
		-Johnny D
Johnny D


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From: Alain
Subject: Re: halo command error
Date: 16 May 2008 13:15:32
Message: <482dc134@news.povray.org>
james lake nous illumina en ce 2008-05-15 22:20 -->
> Alain <ele### [at] netscapenet> wrote:
>> james lake nous illumina en ce 2008-05-14 19:41 -->
>>> "Tim Attwood" <tim### [at] comcastnet> wrote:
>>>> //----------------------------------------------------------------------
>>>> // A thin blue media, becoming lighter as it approaches
>>>> // the planet's surface.
>>>> //----------------------------------------------------------------------
>>>> #declare PlanetAtmosphere = sphere { <0,0,0>, 1
>>>>    hollow
>>>>    material {
>>>>       texture {
>>>>          pigment { rgbt <1,1,1,1> }
>>>>       }
>>>>       interior {
>>>>          media {
>>>>             emission <0,0,2>
>>>>             density {
>>>>                spherical
>>>>                color_map {
>>>>                   [0 rgb 0]
>>>>                   [0.05 rgb 1]
>>>>                   [1 rgb 1]
>>>>                }
>>>>             }
>>>>          }
>>>>          media {
>>>>             emission <2,2,0>
>>>>             density {
>>>>                spherical
>>>>                color_map {
>>>>                   [0 rgb 0]
>>>>                   [0.05 rgb 0.25]
>>>>                   [1 rgb 1]
>>>>                }
>>>>             }
>>>>          }
>>>>       }
>>>>    }
>>>>    scale 1.05
>>>> }
>>> I tried this and it works, but now the Earth is a solid white sphere.  Is there
>>> another command that must accompany these?  Or should I change the settings?
>>>
>>> Thanks for the help!
>>>
>>> James Lake
>>>
>>>
>> You put that object around your earth, scaled 5% larger than the size of the
>> earth sphere.
>>
>> --
>> Alain
>> -------------------------------------------------
>> You know you've been raytracing too long when you've ever "lost" a Julia fractal
>> because you're not quite sure how to align things in four dimensions.
>> Dylan Beattie
> 
> I did that but it still generates a solid white sphere.  It is not transparent,
> and does not fade at the edges.  There must be another setting or command that
> has to change.  The planet and the atmosphere get put together with this:
> 
> #declare Planet = union {
>   object { PlanetSphere }
>   #ifndef (Quick)
>     object { PlanetCloudSphere0 }
>     object { PlanetAtmosphere }
>   #end
> }
> 
> Is this a good way to do it?
> 
> Thanks,
> 
> James
> 
> 
The sample use a 1 unit radius "planet", and it's density is set acordingly.
What is the dimention of your planet? If it's 100 units radius, you need to 
reduce the media's density by 100, it the radius is 1000, reduce the density by 
1000.
What is the quality setting? If set to low, it ignore the transparency and the 
rgbt 1 (totaly transparent) becomes rgb 1 (white).

-- 
Alain
-------------------------------------------------
Any society that would give up a little liberty to gain a little security will 
deserve neither and lose both.
Benjamin Franklin


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From: Tim Attwood
Subject: Re: halo command error
Date: 16 May 2008 20:34:50
Message: <482e282a@news.povray.org>
> I did that but it still generates a solid white sphere.  It is not 
> transparent,
> and does not fade at the edges.  There must be another setting or command 
> that
> has to change.  The planet and the atmosphere get put together with this:
>
> #declare Planet = union {
>  object { PlanetSphere }
>  #ifndef (Quick)
>    object { PlanetCloudSphere0 }
>    object { PlanetAtmosphere }
>  #end
> }
>
> Is this a good way to do it?

This media is intended to be around a unit sphere.
If you wish to use a different size, scale it after union...

#declare PlanetSurface = sphere { <0,0,0>, 1
   pigment {
      image_map {
         jpeg "earth02.jpg"
         map_type 1
      }
      rotate <0,-150,0>
   }
};

#declare Planet = union {
   object {PlanetAtmosphere}
   object {PlanetSurface}
};

object {
   Planet
   scale 2
   translate <-1.5,-0.5,0>
}


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From: Jan Dvorak
Subject: Re: halo command error
Date: 17 May 2008 01:14:48
Message: <482e69c8$1@news.povray.org>
Tim Attwood napsal(a):
>> I did that but it still generates a solid white sphere.  It is not 
>> transparent,
>> and does not fade at the edges.  There must be another setting or command 
>> that
>> has to change.  The planet and the atmosphere get put together with this:
>>
>> #declare Planet = union {
>>  object { PlanetSphere }
>>  #ifndef (Quick)
>>    object { PlanetCloudSphere0 }
>>    object { PlanetAtmosphere }
>>  #end
>> }
>>
>> Is this a good way to do it?
> 
> This media is intended to be around a unit sphere.
> If you wish to use a different size, scale it after union...
> 
scaling an object doesn't reduce its density. Eight thousand times a 
piece of steel is a piece of steel, not a piece of super-sparse steel.
-- 
You know you've been raytracing too long when...
you start thinking up your own "You know you've been raytracing too long 
when..." sigs (I did).
		-Johnny D
Johnny D


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From: Tim Attwood
Subject: Re: halo command error
Date: 17 May 2008 22:38:49
Message: <482f96b9@news.povray.org>
> scaling an object doesn't reduce its density. Eight thousand times a piece 
> of steel is a piece of steel, not a piece of super-sparse steel.

Yeah, the density isn't dependent on scale, I forgot that.
This should work with diferent radius planets.

#declare PlanetRadius = 50;

#declare PlanetAtmosphere = sphere { <0,0,0>, 1
   hollow
   material {
      texture {
         pigment { rgbt <1,1,1,1> }
      }
      interior {
         media {
            emission <0,0,2>
            density {
               spherical
               color_map {
                  [0 rgb 0]
                  [0.05 rgb 1/PlanetRadius]
                  [0.05 rgb 0]
                  [1 rgb 0]
               }
            }
         }
         media {
            emission <2,2,0>
            density {
               spherical
               color_map {
                  [0 rgb 0]
                  [0.05 rgb 0.25/PlanetRadius]
                  [0.05 rgb 0]
                  [1 rgb 0]
               }
            }
         }
      }
   }
   scale 1.05
}

#declare PlanetSurface = sphere { <0,0,0>, 1
   pigment {
      image_map {
         jpeg "earth02.jpg"
         map_type 1
      }
      rotate <0,-150,0>
   }
};

#declare Planet = union {
   object {PlanetAtmosphere}
   object {PlanetSurface}
   scale PlanetRadius
};

object {
   Planet
   translate <-PlanetRadius,0,0>
}


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From: james lake
Subject: Re: halo command error
Date: 18 May 2008 13:55:01
Message: <web.48306c0afa7c99c2d4dec990@news.povray.org>
"Tim Attwood" <tim### [at] comcastnet> wrote:
> > scaling an object doesn't reduce its density. Eight thousand times a piece
> > of steel is a piece of steel, not a piece of super-sparse steel.
>
> Yeah, the density isn't dependent on scale, I forgot that.
> This should work with diferent radius planets.
>
> #declare PlanetRadius = 50;
>
> #declare PlanetAtmosphere = sphere { <0,0,0>, 1
>    hollow
>    material {
>       texture {
>          pigment { rgbt <1,1,1,1> }
>       }
>       interior {
>          media {
>             emission <0,0,2>
>             density {
>                spherical
>                color_map {
>                   [0 rgb 0]
>                   [0.05 rgb 1/PlanetRadius]
>                   [0.05 rgb 0]
>                   [1 rgb 0]
>                }
>             }
>          }
>          media {
>             emission <2,2,0>
>             density {
>                spherical
>                color_map {
>                   [0 rgb 0]
>                   [0.05 rgb 0.25/PlanetRadius]
>                   [0.05 rgb 0]
>                   [1 rgb 0]
>                }
>             }
>          }
>       }
>    }
>    scale 1.05
> }
>
> #declare PlanetSurface = sphere { <0,0,0>, 1
>    pigment {
>       image_map {
>          jpeg "earth02.jpg"
>          map_type 1
>       }
>       rotate <0,-150,0>
>    }
> };
>
> #declare Planet = union {
>    object {PlanetAtmosphere}
>    object {PlanetSurface}
>    scale PlanetRadius
> };
>
> object {
>    Planet
>    translate <-PlanetRadius,0,0>
> }
 Thanks for your help, but now I get a new error.  I replaced "earth02.jpg" with
my file name in:

#declare PlanetSurface = sphere { <0,0,0>, 1
   pigment {
      image_map {
         jpeg "earthmap1k.jpg"
         map_type 1
         interpolate 2
      }
      rotate <0,-150,0>
   }
};

But the new error highlights the jpeg line stating:
PARSE ERROR: CANNOT OPEN JPEG FILE

I've used jpeg and png maps before, and even tried cutting and pasting those
into here but for some reason this file doesn't like it.  Why is it doing this?

Thanks,

James Lake


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From: james lake
Subject: Re: halo command error
Date: 18 May 2008 14:40:00
Message: <web.483077d0fa7c99c2d4dec990@news.povray.org>
"Tim Attwood" <tim### [at] comcastnet> wrote:
> > scaling an object doesn't reduce its density. Eight thousand times a piece
> > of steel is a piece of steel, not a piece of super-sparse steel.
>
> Yeah, the density isn't dependent on scale, I forgot that.
> This should work with diferent radius planets.
>
> #declare PlanetRadius = 50;
>
> #declare PlanetAtmosphere = sphere { <0,0,0>, 1
>    hollow
>    material {
>       texture {
>          pigment { rgbt <1,1,1,1> }
>       }
>       interior {
>          media {
>             emission <0,0,2>
>             density {
>                spherical
>                color_map {
>                   [0 rgb 0]
>                   [0.05 rgb 1/PlanetRadius]
>                   [0.05 rgb 0]
>                   [1 rgb 0]
>                }
>             }
>          }
>          media {
>             emission <2,2,0>
>             density {
>                spherical
>                color_map {
>                   [0 rgb 0]
>                   [0.05 rgb 0.25/PlanetRadius]
>                   [0.05 rgb 0]
>                   [1 rgb 0]
>                }
>             }
>          }
>       }
>    }
>    scale 1.05
> }
>
> #declare PlanetSurface = sphere { <0,0,0>, 1
>    pigment {
>       image_map {
>          jpeg "earth02.jpg"
>          map_type 1
>       }
>       rotate <0,-150,0>
>    }
> };
>
> #declare Planet = union {
>    object {PlanetAtmosphere}
>    object {PlanetSurface}
>    scale PlanetRadius
> };
>
> object {
>    Planet
>    translate <-PlanetRadius,0,0>
> }

Please ignore my last post - I realized the JPEG file was in a different folder.
 Even then, I had to play with the scales between this include file and the
master POV file to get it to look right.  I found out that if I did the scaling
in this include file, then presented it as a scale of "1" in the master POV
file, it looks great. Thank you to those who responded to my pleas for help!

James Lake


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From: Alain
Subject: Re: halo command error
Date: 19 May 2008 15:00:42
Message: <4831ce5a$1@news.povray.org>
james lake nous illumina en ce 2008-05-18 13:51 -->
> "Tim Attwood" <tim### [at] comcastnet> wrote:
>>> scaling an object doesn't reduce its density. Eight thousand times a piece
>>> of steel is a piece of steel, not a piece of super-sparse steel.
>> Yeah, the density isn't dependent on scale, I forgot that.
>> This should work with diferent radius planets.
>>
>> #declare PlanetRadius = 50;
>>
>> #declare PlanetAtmosphere = sphere { <0,0,0>, 1
>>    hollow
>>    material {
>>       texture {
>>          pigment { rgbt <1,1,1,1> }
>>       }
>>       interior {
>>          media {
>>             emission <0,0,2>
>>             density {
>>                spherical
>>                color_map {
>>                   [0 rgb 0]
>>                   [0.05 rgb 1/PlanetRadius]
>>                   [0.05 rgb 0]
>>                   [1 rgb 0]
>>                }
>>             }
>>          }
>>          media {
>>             emission <2,2,0>
>>             density {
>>                spherical
>>                color_map {
>>                   [0 rgb 0]
>>                   [0.05 rgb 0.25/PlanetRadius]
>>                   [0.05 rgb 0]
>>                   [1 rgb 0]
>>                }
>>             }
>>          }
>>       }
>>    }
>>    scale 1.05
>> }
>>
>> #declare PlanetSurface = sphere { <0,0,0>, 1
>>    pigment {
>>       image_map {
>>          jpeg "earth02.jpg"
>>          map_type 1
>>       }
>>       rotate <0,-150,0>
>>    }
>> };
>>
>> #declare Planet = union {
>>    object {PlanetAtmosphere}
>>    object {PlanetSurface}
>>    scale PlanetRadius
>> };
>>
>> object {
>>    Planet
>>    translate <-PlanetRadius,0,0>
>> }
>  Thanks for your help, but now I get a new error.  I replaced "earth02.jpg" with
> my file name in:
> 
> #declare PlanetSurface = sphere { <0,0,0>, 1
>    pigment {
>       image_map {
>          jpeg "earthmap1k.jpg"
>          map_type 1
>          interpolate 2
>       }
>       rotate <0,-150,0>
>    }
> };
> 
> But the new error highlights the jpeg line stating:
> PARSE ERROR: CANNOT OPEN JPEG FILE
> 
> I've used jpeg and png maps before, and even tried cutting and pasting those
> into here but for some reason this file doesn't like it.  Why is it doing this?
> 
> Thanks,
> 
> James Lake
> 
> 
> 
> 
Where is your image located?

The way you call it, it must redide in the same folder as your scene, the 
include folder, or some other allowed folder as defined by you.

-- 
Alain
-------------------------------------------------
You know you've been raytracing too long when you look at waterfalls, dust, 
rain, snow, etc, and think: "If only I had a fractalized, vector based 
particle-system modeler with collision detection!"


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